Descent: Freespace 2 Walkthrough :

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Walkthrough - FAQ

Page 1

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Freespace 2
(c) 2002 DracoLord
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Guide Game : Freespace 2
Guide Name : DracoFS2v1.4.txt
Guide Version : 1.4
Guide Size : 115 Kb's
Guide Author : DracoLord
Author Contact : The_RSM@Hotmail.com
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LEGAL DISCLAIMER:
THIS GUIDE IS THE SOLE PROPERTY OF IT'S AUTHOR (DracoLord), AND AS SUCH
CANNOT BE COPIED, EDITED, MODIFIED, CHANGED, OR WROTE TO ANY FORM OF
EXTERNAL MEDIA (SUCH AS PRINTER, DVD-R, CD-R, CD-RW, FLOPPY ETC.) IT IS
FOR PERSONAL USE ONLY. IF YOU WISH TO USE THIS GUIDE ON A WEBSITE
ARTICLE OR ANY OTHER SAID 'EXTERNAL MEDIA' YOU MUST CONTACT THE AUTHOR
(DracoLord)(E-MAIL : The_RSM@Hotmail.com) AND ASK FOR THEIR PERMISSION,
AND THEN, AND ONLY THEN MAY YOU USE THIS GUIDE IN IT'S FULL AND
COMPLETE FORM.
THE TERM 'PERMISSION' MEANS THAT YOU MUST E-MAIL THE AUTHOR, AND WAIT
FOR HIM TO E-MAIL YOU BACK WITH A NOTIFICATION THAT YOU CAN USE THIS
GUIDE, IT DOES NOT MEAN THAT YOU JUST E-MAIL THE AUTHOR, AND THEN USE
THE GUIDE, YOU MUST WAIT FOR THE REPLY. (1)
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OF THE FILE MUST ALSO REMAIN THE SAME (.TXT) AND NO CHANGES TO THE NAME
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THE TERM 'PERSONAL USE' MEANS THAT YOU MAY ONLY USE THE INFORMATION IN
THIS GUIDE TO HELP YOUR GAMEPLAY, AND YOURS ALONE. YOU MAY PASS ON
THE INFORMATION TO ANYBODY ELSE, BUT THEY TO MUST ABIDE BY THE RULES
CONTAINED WITHIN THIS DISCLAIMER.
IF YOU ARE FOUND TO BE USING THIS GUIDE WITHOUT PERMISSION FROM THE
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ALL ACTIONS WHICH ARE NOT CLASSED AS 'PERSONAL USE'.
*In English*
Have the decency to ask me that you want to use this guide for something
other than personal use, it's just for curtsey as I will mainly grant
permission so long as you aren't trying to make a profit from it, so just
ASK FOR PERMISSION, to avoid any complications.
(When you ask for permission, please make the subject "FS2PER")
Thank you.
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Contents :
1.0 Version History
2.0 Controls
3.0 Fighters and Bombers
3.1 Fighters
3.2 Bombers
4.0 Fighter/Bomber Primary Weapons
5.0 Fighter/Bomber Secondary Weapons
6.0 Dog-fighting Strategies
7.0 Multiplayer Mode
8.0 Capital Ships
*A* FRED 2 Guide
*B* Squadwar
9.0 Final Notes
10.0 Credits and Acknowledgments
*INSERT 1*
11.0 Links
12.0 Copyright
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1.0 Version History
(Note: Date formats are English; dd/mm/yy, and show the date of completion
of each area/topic.)
0.1 (10/08/02)
- Basic layout and text
0.2 (15/08/02)
- Reformatted and redesigned guide for easier reading
0.3 (19/08/02)
- Added 'Links'
0.4 (20/08/02)
- Removed 'Walkthrough'
- Added 'Quick Walkthrough'
0.5 (25/08/02)
- Minor layout changes
0.6 (01/09/02)
- Added 'Misc. Info.'
0.7 (02/09/02)
- Added 'Version History'
0.8 (10/09/02)
- Removed 'Quick Walkthrough'
- Added 'Multiplayer Mode'
0.9 (11/09/02)
- Various tweaks
1.0 (11/09/02)
- The first release
1.1 (04/11/02)
- Added '*A* FRED 2 Guide'
- Updated various other areas
1.2
- Added '*B* Squadwar'
1.3
- Added BEWD 'Shameless Plug'
- Revised the TvT Stratagies
- Added the 'Common terms and phrases section'
1.4
- Updated various sections
- Revised Fighter, Bomber and Weapon Descriptions
- Added *INSERT 1*
- Added Info and Suggestions from Carlos Miranda
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2.0 Controls
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¦Targeting:¦
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T - Target next ship
Shift-T - Target previous ship
Alt-T - Turn off auto-target
H - Target nearest hostile ship
Shift-H - Target previous hostile ship
Alt-H - Toggle auto-targeting
F - Target nearest friendly ship
Shift-F - Target previous friendly ship
Y - Target ship in reticule
G - Target nearest attacker
Alt-Y - Target last ship to send a transmission
U - Target next un-inspected cargo
Shift-U - Target previous un-inspected cargo
N - Target newest ship in area
B - Target nearest hostile bomb/bomber
Shift-B - Target previous hostile bomb/bomber
K - Target next live turret
V - Target subsystem in reticule
S - Target next subsystem
Shift-S - Target previous subsystem
Alt-S - Turn off auto-targeting of subsystems
R - Target closest attacking ship
J - Target target's target
E - Target next ship in the escort list
Alt-R - Target nearest support ship
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¦Ship:¦
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A - Increase forward thrust
Z - Decrease forward thrust (reverse thrust)
Pad 7 - Bank left (rotate left)
Pad 9 - Bank right (rotate right)
Pad 8 - Pitch forward
Pad 2 - Pitch backward
Pad 4 - Turn left
Pad 6 - Turn right
Backspace - Set throttle to zero
\ - Set throttle to max
[ - Set throttle to one third
] - Set throttle to two thirds
= - Increase throttle by 5%
- - Decrease throttle by 5%
Tab - Engage afterburner
Weapons:
Left CTRL - Fire primary weapons (cannons)
Space Bar - Fire secondary weapons (missiles)
. - Cycle forward through primary weapons, and single and dual
fire modes
, - Cycle backwards through primary weapons, and single and dual
fire modes
/ - Cycle through secondary weapon banks
Shift-/ - Cycle secondary weapon fire rate (single and double fire
modes)
X - Launch countermeasure
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¦Misc:¦
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M - Match target's speed
Alt-M - Toggle auto-speed matching
Shift-A - Order: Attack my target
Shift-Z - Order: Disarm my target
Shift-D - Order: Disable my target
Shift-V - Order: Attack my targeted subsystem
Shift-X - Order: Capture my target
Shift-E - Order: Engage enemy
Shift-W - Order: Form on my wing
Shift-I - Order: Ignore my target
Shift-P - Order: Protect my target
Shift-C - Order: Cover me
Shift-J - Order: Return to base
Shift-R - Order: Rearm me
Pad * - Chase view
Pad . - External view
Pad Enter - Toggle external camera lock
Pad 0 - Free look view
Pad / - Current target view
Pad + - Increase view distance
Pad - - Decrease view distance
Pad 5 - Centre view
' - Cycle radar ranges
C - Open communications window
Alt-J - Engage jump drive
Insert - Increase weapon energy
Delete - Decrease weapon energy
Home - Increase shield energy
End - Decrease shield energy
Page Up - Increase engine energy
Page Down - Decrease engine energy
Alt-D - Equalise energy settings
Q - Equalise shield settings (all quadrants)
Up Arrow - Augment forward shield
Down Arrow - Augment rearward shield
Left Arrow - Augment left shield
Right Arrow - Augment right shield
Scroll Lock - Transfer energy (Laser -> Shield)
Shift-Scroll Lock - Transfer energy (Shield -> Laser)
Alt-E - Add/Remove ship from escort list
Alt-Shift-E - Clear escort list
Shift-. - Increase time compression
Shift-, - Decrease time compression
L - Toggle high HUD contrast
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¦Multiplayer¦
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1 - Send a message to all ships
2 - Send a message to all friendly ships
3 - Send a message to all hostile ships
4 - Send a message to your current target
Alt-X - Observer zoom-to-target
Shift-N - Toggle network information
Shift-End - Self Destruct
Learn to use all these controls, and you will soon become an ace pilot.
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3.0 Fighters and Bombers
Fighters and bombers are small, 1-person, space fairing vessels which can
mount a multitude of offensive weaponry in the form of both direct-energy
and projectile. Basically, fighters and bombers blow things up. They are
the single most important type of ship in the entire game as they can
fly faster, and manoeuvre quicker than any capital ship, and when in large
numbers, can present a major threat against any capital ship.
3.1 Fighters
Fighters are fast moving, highly manoeuvrable (most of them), ships with
relatively thin armour and shielding. Although they cannot carry as large
a payload as Bombers, and also cannot carry Torpedoes, they can carry
weapons designed to Disable sub-systems (Stiletto II), long-range anti-
bomber missiles (Trebuchet), and the Advanced-Swarm missile (Tornado.)
Terran Fighters
Terran Fighters are probably the most balanced variety of fighter in the
game. They have reasonable speed, armour (and shielding), as well as
decent manoeuvrability, but they do not posses great strengths in a
particular area (which is probably their biggest strength.)
Hercules
Hull: 250
Shield: 600
Speed: 50
AfterBurner: 120
Primary Banks: 6
Missile Banks: 2
Capacity: 120
Score: 10
The Hercules compared to the 2 other old war fighters (Loki and Ulysses),
is far superior in abilities and firepower, and can even compete with
some of the newer fighters.
Herc II
Hull: 275
Shield: 610
Speed: 55
AfterBurner: 120
Primary Banks: 4
Missile Banks: 2
Capacity: 180
Score: 12
The Herc II is the updated version of the original Hercules fighter, the
ship said to have won the war. While the newer Herc II is superior in
armour, shielding, speed, manoeuvrability and missile capacity, but it
has 2 less primary cannons, reducing the overall firepower of this
otherwise great fighter.
Ares
Hull: 425
Shield: 650
Speed: 50
AfterBurner: 120
Primary Banks: 6
Missile Banks: 2
Capacity: 190
Score: 15
The Ares is the second most armoured ship in the Terran arsenal, and is
more available than the strongest (SF Mara (Terran)). The Ares Strategic
Assault Fighter can deal out tremendous amounts of punishment to any
enemy fighter, bomber, or capital ship, and can take it too. The Ares is
the prime choice for any pilot wishing to engage overwhelming enemy forces
and live.
Erinyes
Hull: 325
Shield: 500
Speed: 65
AfterBurner: 130
Primary Banks: 8
Missile Banks: 2
Capacity: 90
Score: 12
The Erinyes is the favourite of most pilots, but IMO it is too heavy on
turning, and as a result leaves you open to any enemy attacks. On the good
side though, the Erinyes has heavy armour, is relatively speedy, and can
carry a respectful weapons loadout, a great fighter for the ace's amongst
you.
Loki
Hull: 250
Shield: 400
Speed: 75
AfterBurner: 160
Primary Banks: 4
Missile Banks: 1
Capacity: 20
Score: 7
The Loki is just a scouting fighter, and as a result it is very lightly
armoured, and lightly armed. This fighter is useless due to it's lack of
weaponry, and can only take a couple of direct hits, and then...BANG!
Ulysses
Hull: 180
Shield: 380
Speed: 70
AfterBurner: 150
Primary Banks: 4
Missile Banks: 1
Capacity: 40
Score: 8
The Ulysses (The 'Bat') is a average fighter, and compared to the newer
fighters is obsolete. It has even weaker armour than the Loki, but has
more firepower, but it still can only take a few hits before it is
destroyed.
Pegasus
Hull: 220
Shield: 330
Speed: 90
AfterBurner: 160
Primary Banks: 2
Missile Banks: 1
Capacity: 30
Score: 10
The Pegasus Stealth Fighter is the only Terran fighter which can fly
around without being detected by enemy radar, and as a result, they can
evade almost all enemy fire, and is practically immune to aspect-seeking
missiles (as the enemy cannot acquire a lock.)
(Note: I say 'practically' immune to aspect seeking missiles as an AWACs
ships can allow fighters to lock onto the Pegasus. And if an enemy is
very close, they can fire the Hornet, Tornado etc. and still hit your
fighter, not a good idea as the Pegasus has poor armour, and can be
destroyed in 1-shot at this range.)
Perseus
Hull: 165
Shield: 350
Speed: 80
AfterBurner: 140
Primary Banks: 2
Missile Banks: 2
Capacity: 80
Score: 14
The Perseus class Interceptor is an excellent choice for either surgical
strikes against enemy capital ship's turrets, and subsystems, and is also
a great bomber/bomb interceptor, ideal for protecting allied ships against
enemy bombers and their torpedoes.
Myrmidon
Hull: 290
Shield: 390
Speed: 75
AfterBurner: 135
Primary Banks: 6
Missile Banks: 2
Capacity: 80
Score: 10
The Myrmidon class Fighter is a pretty good dog-fighter, and can also
deal moderate damage against smaller enemy capital ships. This is also
the only fighter that can carry torpedoes (Helios), allowing this
fighter to become a light attack bomber.
(Thanks to Carlos Miranda for highlighting the fact that the Myrmidon can
carry only the Helios, and not the Cyclops, Thank You.)
SF Mara (Terrans)
Hull: 475
Shield: 700
Speed: 75
AfterBurner: 135
Primary Banks: 2
Missile Banks: 2
Capacity: 210
Score: 12
The Terran Mara Advanced Fighter is meanest fighter which you will be
able to fly, and ultimately, the best. This fighter has tremendous speed,
manoeuvrabilty, as well as armour, shielding, and weapon loadout. In this
fighter, an ace pilot can destroy 100 enemy fighters and bombers,
without even being hit once! Mad!
(Remember this Fighter is hardly ever seen, except in a SOC mission,
and a very small handful of multi-player missions. - Thanks Carlos.)
The Top Terran Fighters:
Highest 'Scored' Fighter : Ares (15)
Fastest Fighter (Normal) : Perseus (90)
Fastest Fighter (A/Burn) : Joint: Pegasus and Loki (160)
Strongest Weaponry (Pri) : Erinyes (8 Cannons)
Strongest Weaponry (Sec) : SF Mara (2 Banks, 210 Capacity)
Strongest Hull : SF Mara (475)
Strongest Shielding : SF Mara (700)
Overall best Terran Fighter: SF Mara
But as you hardly ever get to fly this, or the Ares, the best, widely
available fighter is : Erinyes
Vasudan Fighters
Vasudan Fighters focus more on manoeuvrabilty and speed than armour and
weaponry, and as a result are usually less armoured, and carry less
payload than their Terran equivalent.
Another Point of View:
"Actually, they do focus on weaponry as well as manoeavrability, evident
with the missile capacity of the Tauret. They do sacrifice some armour
and shielding though."
- Carlos Miranda
Seth
Hull: 280
Shield: 580
Speed: 55
AfterBurner: 130
Primary Banks: 4
Missile Banks: 2
Capacity: 120
Score: 12
The Seth is the Vasudan Heavy Fighter class which serves as either a
bomber escort or bomber interceptor. Although this fighter cannot travel
as fast as other bomber interceptors (like the Perseus), once you engage
the afterburners...whoosh! This fighter suddenly becomes as fast as a
medium, or even light fighter.
Horus
Hull: 170
Shield: 230
Speed: 90
AfterBurner: 170
Primary Banks: 4
Missile Banks: 2
Capacity: 80
Score: 10
The Horus is the Vasudan equivalent of the Perseus Interceptor, and
fulfils the same role, surgical strikes against large capital ships, and
bomber/bomb interception. Unlike the Perseus, the Horus relies on primary
cannons to deal the damage to it's targets, and uses it's secondary
weapons for long range encounters, and disabling heavily shielded
subsystems.
Thoth
Hull: 200
Shield: 200
Speed: 65
AfterBurner: 130
Primary Banks: 4
Missile Banks: 1
Capacity: 80
Score: 10
The Thoth is one of the most manoeuvrable fighters in the game, and
undoubtedly, one of the weakest. It has decent firepower through it's 4
primary cannons, but it is incredibly limited when it comes to secondary
missiles and their capacity.
Serapis
Hull: 220
Shield: 200
Speed: 75
AfterBurner: 135
Primary Banks: 2
Missile Banks: 2
Capacity: 90
Score: 12
The Serapis is the Vasudan Advanced Interceptor, and unlike the Horus and
Perseus, this fighter is best used as a bomber/bomb interceptor, rather
than fulfil the other role played by the other two interceptors (surgical
strikes.) This fighter cannot fulfil the other role due to it's weak
shields and armour which will not offer adequate protection from enemy
turret fire or flak.
Tauret
Hull: 300
Shield: 530
Speed: 65
AfterBurner: 135
Primary Banks: 4
Missile Banks: 2
Capacity: 200
Score: 10
The Tauret is the newest Vasudan Heavy Fighter, intent on replacing the
ageing Seth class. This fighter, unlike the Seth, can be used both as a
Dog-Fighting ship, and can take on enemy capital ships and come out of the
ordeal with enough firepower to deal with the next wave.
Ptah
Hull: 220
Shield: 330
Speed: 90
AfterBurner: 160
Primary Banks: 1
Missile Banks: 2
Capacity: 30
Score: 16
The Ptah Stealth Recon Fighter is almost identical to the Pegasus (in
terms of stats.), but the Ptah has 1 less primary cannon bank, and 1 more
missile bank giving this fighter less overall firepower (as missiles are
expendable, and primaries are infinite, so long as you keep your power
level up.)
The Top Vasudan Fighters:
Highest 'Scored' Fighter : Joint: Seth and Serapis (12)
Fastest Fighter (Normal) : Joint: Horus and Ptah (90)
Fastest Fighter (A/Burn) : Horus (170)
Strongest Weaponry (Pri) : All (except Serapis and Ptah) (4)
Strongest Weaponry (Sec) : Tauret (2 Banks, 200 Capacity)
Strongest Hull : Tauret (300)
Strongest Shielding : Seth (580)
Overall best Vasudan Fighter: Tauret (Not IMO)
Overall best Vasudan Fighter: Thoth (IMO)
Shivans
Shivan Fighters are flying nightmares. They focus on ALL areas with their
fighters, so they are highly manoeuvrable, relatively fast, and have very
heavy shielding. The heavy shielding also gives these fighters their one
weakness, wafer-thin armour. Once your weapons have penetrated their
shields, the fighter is as good as dead.
(Thanks to Carlos - Yes Again :) for pointing out that Shivan fighters DO
NOT have a higher payload than their Terran and Vasudan equivalents, and
highlighting the fact that Shivan lasers are slow firing.)
Dragon
Hull: 100
Shield: 700
Speed: 75
AfterBurner: 150
Primary Banks: 2
Missile Banks: 1
Capacity: 20
Score: 16
The Shivan Dragon fighter is probably the most annoying enemy fighter in
the entire game. It is so manoeavrable that it can dodge and evade any
missiles or direct-energy fire directed towards it, so single these
fighters out, and concentrate fire on 1 at a time.
Basilisk
Hull: 100
Shield: 950
Speed: 65
AfterBurner: 110
Primary Banks: 2
Missile Banks: 2
Capacity: 160
Score: 12
The Basilisk is a Shivan Heavy Attack Fighter, whose role involves
targeting and destroying slow moving targets, such as bombers, heavy
fighters, freighters etc. So if you are assigned to protect these kind
of ships, or you are flying one of these, prioritise these fighters.
Manticore
Hull: 100
Shield: 500
Speed: 87
AfterBurner: 155
Primary Banks: 1
Missile Banks: 2
Capacity: 80
Score: 12
The Manticore is and incredibly fast and agile fighter, and unlike most
other fighters of this nature, this one carries a powerful primary weapon,
and has enough missiles to take out several fighters. Although this
fighters offensive is strong for this type of fighter, it does have very
weak armour and shielding, and as such, can not last long against other
fighters.
Aeshma
Hull: 125
Shield: 850
Speed: 68
AfterBurner: 110
Primary Banks: 2
Missile Banks: 1
Capacity: 80
Score: 12
The Aeshma is very similar to the Basilisk in terms of role and firepower,
and should be treated in the same manner as the Basilisk.
Mara
Hull: 200
Shield: 620
Speed: 70
AfterBurner: 120
Primary Banks: 2
Missile Banks: 2
Capacity: 160
Score: 12
The Shivan Mara (Advanced Fighter), is the single biggest threat in terms
of enemy fighters. They are fast, agile, and deadly. Do not pass infront
of this ships crosshairs, or you are dead.
Astaroth
Hull: 100
Shield: 450
Speed: 80
AfterBurner: 155
Primary Banks: 1
Missile Banks: 2
Capacity: 80
Score: 13
The Astaroth is the Shivan light/medium fighter, which posses incredible
speed, manoeuvrability, and reasonable armament, but like most other light
fighters, it has weak armour and shielding, so once it's shields have been
depleted, it's game over for the Shivan pilot.
The Top Shivan Fighters:
Highest 'Scored' Fighter : Dragon (16)
Fastest Fighter (Normal) : Manticore (87)
Fastest Fighter (A/Burn) : Joint: Manticore and Astaroth (155)
Strongest Weaponry (Pri) : All (except Manticore and Astaroth) (2)
Strongest Weaponry (Sec) : Joint: Mara and Basilisk
(2 Banks, 160 Capacity)
Strongest Hull : Mara (200)
Strongest Shielding : Basilisk (950)
Overall best Shivan Fighter: Mara
The Overall Top Fighters:
Highest 'Scored' Fighter : Dragon (S) (16)
Fastest Fighter (Normal) : Joint: Pegasus (T) and Horus (V) (90)
Fastest Fighter (A/Burn) : Horus (V) (170)
Strongest Weaponry (Pri) : Erinyes (T) (8)
Strongest Weaponry (Sec) : SF Mara (T) (2 Banks, 210 Capacity)
Strongest Hull : SF Mara (T) (475)
Strongest Shielding : Basilisk (950)
Overall best Fighter: SF Mara (Terrans)
(Note: As this comparison involves fighters from all three races, I will
indicate which race they belong to by placing the first letter of the
name of the race.)
Key: (T) = Terran
(V) = Vasudan
(S) = Shivan
3.2 Bombers
Terran Bombers
Terran Bombers are sluggish and lumbering ships, with pretty heavy armour,
and shielding, and can carry a reasonable payload. They say nobody is
perfect, and this describes Terran Bombers, not perfect. In fact they are
second rate, as they cannot evade even the slowest of missiles, and
turret fire rips them apart, so if you get the choice, pick a Vasudan
Bomber, they are much better.
Artemis
Hull: 275
Shield: 700
Speed: 65
AfterBurner: 110
Primary Banks: 2
Missile Banks: 3
Capacity: 160
Score: 10
The Artemis is a Terran Medium Bomber, and is mainly used for quick
strikes against slow moving targets, and smaller enemy capital ships.
For a bomber, the Artemis is lightly armoured, but makes up for this in
it's shielding and pretty high speed and manoeuvrability (in relation to
other bombers.)
Artemis D.H.
Hull: 275
Shield: 700
Speed: 65
AfterBurner: 110
Primary Banks: 2
Missile Banks: 3
Capacity: 160
Score: 10
The Artemis DH is very similar to the Artemis Bomber, but has higher
manoeuvrability, and can achieve a higher speed, quicker than the normal
version. In addition the Artemis D.H. has a different 'skin' to the
original, giving it a darker, more menacing look.
Medusa
Hull: 350
Shield: 700
Speed: 50
AfterBurner: 100
Primary Banks: 2
Missile Banks: 3
Capacity: 200
Score: 10
The Medusa is the standard Heavy Bomber used by the GTVA to destroy
enemy warships. It has enough shielding to survive enemy fighter and
turret fire, and has enough firepower to challenge even Destroyer class
enemy vessels when deployed in large numbers.
Ursa
Hull: 550
Shield: 850
Speed: 45
AfterBurner: 90
Primary Banks: 5
Missile Banks: 3
Capacity: 240
Score: 10
The Ursa is the heaviest armoured and armed bomber in the GTVA, as well as
the slowest. It posses extremely heavy armour and shielding, a huge
payload capacity, and has an AI controlled turret mounted ontop of the
bomber which can take out enemy fighters whilst you deliver your ordnance
to an enemy capital ship.
Zeus
Hull: 200
Shield: 450
Speed: 55
AfterBurner: 110
Primary Banks: 4
Missile Banks: 3
Capacity: 120
Score: 10
The Zeus is the GTVA's Strike Bomber, used primarily against smaller
enemy capital ships, and other slow moving ships. Although this bomber
has relatively weak armour (compared to other bombers), it is the fastest
bomber available, ideal for chasing down fleeing enemy capital ships.
Boanerges
Hull: 325
Shield: 850
Speed: 55
AfterBurner: 85
Primary Banks: 1
Missile Banks: 3
Capacity: 240
Score: 10
The Boanerges is a next generation Heavy Bomber, with incredible armour
and shield ratings, but like everything, it does have a weakness, and that
is manoeuvrability. This bomber cannot challenge enemy fighters due to
this weakness, so it does require a fighter escort inorder to survive,
and destroy it's intended target. On the bright side though, it carries
an incredible amount of secondary weapons, enough to single handily take
out an enemy Cruiser, and enough to take down a Destroyer when deployed
in groups of 2 or 3.
Vasudan Bombers
Vasudan Bombers are pretty nimble when considering other bombers, but pay
the price in the form of weaker armour and shielding, as well as a slight
payload decrease. But even with these seemingly big weaknesses, Vasudan
Bombers are far superior overall than any Terran Bomber (IMO).
Osiris
Hull: 600
Shield: 600
Speed: 50
AfterBurner: 100
Primary Banks: 2
Missile Banks: 3
Capacity: 100
Score: 8
The Osiris is an ageing Reserve Bomber which has been refitted with launch
racks compatible with the newer weapons used by the GTVA. In terms of it's
potential as a bomber, it does fail to deliver the amount of payload of
other, newer bombers, but can still take out an enemy cruiser or corvette
when deployed in large numbers.
Bakha
Hull: 440
Shield: 620
Speed: 65
AfterBurner: 105
Primary Banks: 2
Missile Banks: 2
Capacity: 180
Score: 13
The Bakha is a stereotypical Vasudan ship, fast, agile, but lacking in
terms of offensive and defensive capabilities. Unlike many other bombers,
the Bakha can manoeuvre almost as well as a fighter, and can take out
enemy fights should the need arise. When it comes to destroying enemy
capital ships, this bomber can deliver enough firepower to take out
smaller ships (cruisers and corvettes.)
Sekhmet
Hull: 500
Shield: 850
Speed: 65
AfterBurner: 135
Primary Banks: 4
Missile Banks: 3
Capacity: 240
Score: 10
The Sekhmet is IMO the best flyable bomber in the game. It wields enough
firepower to take out enemy cruisers and destroyers, and has enough
manoeuvrability to defend itself against enemy heavy fighters and
bombers, a truly well-rounded bomber.
Shivan Bombers
Like the fighters, Shivan Bombers are a pain in the....neck. They are not
very manoeuvrable, but have heavy payloads, have extreme shielding, but
still have thin armour (relative to their Terran and Vasudan bomber
equivalents.)
(In my opinion Shivan Bombers are 'pretty manoeavrable', but it seems
that this view is not widely shared, so I have changed the description
accordingly. Thanks to all of you have pointed this out.)
Nephilim
Hull: 500
Shield: 1600
Speed: 60
AfterBurner: N/A
Primary Banks: 1
Missile Banks: 4
Capacity: 160
Score: 11
The Nephilim is the slowest of the Shivan bombers, but can still pose a
threat to any unsuspecting fighters and bombers, do not underestimated
this bomber, as it has enough firepower to take on ships up to, and
including Destroy class, when deployed in large numbers.
Taurvi
Hull: 600
Shield: 1000
Speed: 65
AfterBurner: N/A
Primary Banks: 2
Missile Banks: 2
Capacity: 80
Score: 10
The Taurvi is the Shivan 'all-rounder' Bomber, not incredibly fast, not
incredibly powerful, and not incredibly armoured, but it can still
outclass many of the GTVA Bombers. With this said, this bomber does not
posses enough payload to destroy larger capital ships, but can still pose
a threat to smaller ones, so do not take these ships too lightly.
Nahema
Hull: 300
Shield: 900
Speed: 90
AfterBurner: 150
Primary Banks: 2
Missile Banks: 3
Capacity: 100
Score: 14
The Nahema is superior to all but the latest GTVA Bombers, and even they
can be considered only equals. This bomber has enough speed to outrun
any fighter used by the GTVA, and has enough firepower to destroy any
capital ship, and enough shielding to survive fighter and turret fire.
Definitely one of the most dangerous Shivan craft about.
Seraphim
Hull: 500
Shield: 1600
Speed: 60
AfterBurner: N/A
Primary Banks: 3
Missile Banks: 4
Capacity: 240
Score: 16
The Seraphim is most dangerous Shivan Bomber in the game. Although it
does not posses the speed and manoeuvrability of the Nahema, it carries
enough firepower to make short work of even Destroyer class vessels. Not
only does it have the firepower, it has the highest shielding of any
bomber, making this an incredibly hard ship to destroy, even with allied
capital ship fire-support.
--------------------------------------------------------------------------
4.0 Fighter/Bomber Primary Weapons
Primary Weapons (Cannons) are mainly used either during a dogfight, or
surgical strikes against a capital ship's turrets (not sub-systems as
missiles are better for this purpose, but more on that later in the
guide.)
GTVA/NTF Weaponry
Standard Weaponry
GTW Subach HL-7
Damage (Overall): 15.00
Damage (Hull) : 13.50
Damage (Shields): 10.50
Energy Used : 0.20
Rate of Fire : 0.20
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Standard
The GTW Subach HL-7 is a great Terran dogfighting weapon, best coupled
with a heavier damage weapon (like the Kayser.) It has a very high
rate of fire, and uses small amounts of weapon energy, allowing you to
allocate this energy to other ships systems. Also, due to the small
energy usage, you can 'spray' the area, giving new pilots, or inaccurate
pilots a chance to fire like mad, hit the enemy, and still have enough
energy left over to finish 50 more fighters off, in a row.
Rating: 9/10
GTW Mekhu HL-7
Damage (Overall): 12.00
Damage (Hull) : 10.80
Damage (Shields): 9.60
Energy Used : 0.20
Rate of Fire : 0.15
Velocity (Speed): 485.00
Max. Range : 970.00
Type : Standard
The GTW Mekhu HL-7 is a great Vasudan dogfighting weapon, best coupled
with a heavier damage weapon (like the Kayser.) It has a very high
rate of fire, and uses small amounts of weapon energy, allowing you to
allocate this energy to other ships systems. Also, due to the small
energy usage, you can 'spray' the area, giving new pilots, or inaccurate
pilots a chance to fire like mad, hit the enemy, and still have enough
energy left over to finish 50 more fighters off, in a row.
Although not as strong as the Terran version (Subach HL-7), the Mekhu
fires faster, travels faster, and has a further effective range, which
fits perfectly with Vasudan fighters and Bombers (they try to attack at
longer ranges, so they take less damage.)
Rating: 10/10
GTW Akheton SDG (Subsystem Disruption Gun)
Damage (Overall): 30.00
Damage (Hull) : 15.00
Damage (Shields): 0.00
Energy Used : 1.60
Rate of Fire : 0.35
Velocity (Speed): 500.00
Max. Range : 750.00
Type : Anti-Subsystem
The Akeheton SDG is a tactical weapon, and as such should only be used
for missions requiring you to disable enemy subsystems. On the plus side
though, this weapon does decent hull damage, so it can act as a light
anti-capital ship weapon, but it is useless against enemy fighters (as it
does no damage to shields.)
Rating: 2/10
GTW ML-70 Morning Star
Damage (Overall): 7.00
Damage (Hull) : 3.50
Damage (Shields): 9.10
Energy Used : 0.80
Rate of Fire : 0.15
Velocity (Speed): 1000.00
Max. Range : 2000.00
Type : Kinetic
The Morning Star is used to 'push' enemy fighters and bombers away, which
serves 2 key roles; firstly, the enemy is pushed further away from you,
and the resulting 'jolt' makes it harder for an enemy to lock thier
weapons on you, or any other allied craft. (A good multiplayer D/Fighting
weapon, when available.)
Rating: 7/10
GTW-5a Prometheus (R) (Retrofit)
Damage (Overall): 18.00
Damage (Hull) : 19.80
Damage (Shields): 14.40
Energy Used : 0.60
Rate of Fire : 0.45
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Retrofit
The Prometheus R is a poor weapon system as it uses a fair amount of
energy to do only a small amount of damage. Ontop of that, it has a very
poor rate of fire which makes targeting accuracy crucial as you cannot
'spray' the area as you can with a weapon such as the Subach or Mekhu
HL-7.
Rating: 1/10
GTW-5 Prometheus (S) (Standard)
Damage (Overall): 30.00
Damage (Hull) : 27.00
Damage (Shields): 30.00
Energy Used : 1.00
Rate of Fire : 0.35
Velocity (Speed): 750.00
Max. Range : 1500.00
Type : Standard
Only slightly better than the Prometheus R, the Prometheus S offers
greater firepower, a greater range, and a slightly better fire rate. IMO
only good for bombers for use against capital ships. (A poor D/fighting
weapon.)
*Another Opinion:*
"You mentioned that the Prometheus S is only "slightlty" better than the
Prometheus R. In fact, it's MUCH better! It does twice the hull damage
and up to three times shield damage than the R. It also fires faster
and has almost twice the range and also travels faster (thus hitting
the target faster.) The Promethus R is good for absolutelt nothing,
even though the game advertises more hull damage for the Prometheus R,
the Subach actually does much more hull damage per minute, for much
less energy and twice the hull damage and fire rate."
- Carlos Miranda
Rating: 3/10
GTW-66 Maxim Cannon
Damage (Overall): 20.00
Damage (Hull) : 26.00
Damage (Shields): 4.00
Energy Used : 1.00
Rate of Fire : 0.15
Velocity (Speed): 1800.00
Max. Range : 3600.00
Type : High Velocity
The Maxim Cannon (AKA Maxim Gun) is an ideal choice for Bombers as it
can shred a capital ship's subsystems and hull to pieces, very quickly.
It has an incredible rate of fire (as fast as the Mekhu HL-7), which
allows large amounts of damage to be dealt, very quickly (watch your
weapon energy gauge closely, as it will go down very fast.) In terms of
D/fighting, this weapon is practically useless (due to the shields on
fighters), unless coupled with an anti-shield weapon (but due to the
massive power consumptions of both these weapons, this is highly
impractical.)
Rating: 8/10
GTW UD-8 Kayser
Damage (Overall): 28.00
Damage (Hull) : 28.80
Damage (Shields): 25.20
Energy Used : 1.20
Rate of Fire : 0.25
Velocity (Speed): 650.00
Max. Range : 975.00
Type : Special
The Kayser it the single most powerful fighter/bomber mounted weapon
system. A dual bank of Kaysers can take out almost any fighter or bomber
in just 1-shot! And the rest in 2 or 3. Not only does it have such
incredible firepower, it can fire at a very quick rate, making this the
first choice of any D/fighting pilot.
(Note: Keep a close eye on the weapon energy gauge, as this weapon will
drain it very quickly, especially if you have 2 banks of them.)
Rating: 15+/10 :) Yes 15+ out of 10!
GTW-19 Circe
Damage (Overall): 45.00
Damage (Hull) : 0.00
Damage (Shields): 45.00
Energy Used : 1.00
Rate of Fire : 0.40
Velocity (Speed): 450.00
Max. Range : 1350.00
Type : Anti-Shield
The Circe's only role is to destroy enemy fighters and bombers shields
so that a powerful 'hull-busting' weapon (like the Maxim) can be used to
finish it off. In terms of a D/fight, this weapon is practically useless as
it does no damage to the enemy hull, and therefore cannot destroy any ship
without another type of weapon.
Rating: 2/10
GTW-83 Lamprey
Damage (Overall): 14.00
Damage (Hull) : 1.40
Damage (Shields): 14.60
Energy Used : 1.20
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Energy Draining Weapon
The Lamprey drains the power from an enemy fighter or bombers systems
which leaves them without power, and therefore, vulnerable. Due to the
heavy power usage of this weapon, and the slow rate of fire, it is useless
in a D/fight, unless you can evade all enemy fire, and single out 1
fighter at a time, otherwise, it is useless.
Rating: 3/10
Dog Fighting Weaponry
Subach HL-7 (D) (Dogfighting version)
Damage (Overall): 15.00
Damage (Hull) : 15.00
Damage (Shields): 15.00
Energy Used : 0.20
Rate of Fire : 0.20
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Standard
Same as the Subach HL-7, but tweaked for D/Fighting purposes.
Rating: 9/10
Mekhu HL-7 (D)
Damage (Overall): 12.00
Damage (Hull) : 16.80
Damage (Shields): 18.00
Energy Used : 0.20
Rate of Fire : 0.15
Velocity (Speed): 485.00
Max. Range : 970.00
Type : Standard
Same as the Mekhu HL-7, but tweaked for D/Fighting purposes.
Rating: 20/10 :) Yep, 20 out of 10
Morning Star (D)
Damage (Overall): 7.00
Damage (Hull) : 3.50
Damage (Shields): 7.00
Energy Used : 0.80
Rate of Fire : 0.17
Velocity (Speed): 1000.00
Max. Range : 2000.00
Type : Kinetic
Same as the GTW ML-70 Morning Star, but tweaked for D/Fighting purposes.
Rating: 8/10
Prometheus (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 20.00
Energy Used : 0.40
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Type : Standard
Same as the GTW-5 Prometheus S, but tweaked for D/Fighting purposes.
Rating: 3/10
Maxim (D)
Damage (Overall): 20.00
Damage (Hull) : 16.00
Damage (Shields): 4.00
Energy Used : 1.00
Rate of Fire : 0.15
Velocity (Speed): 1800.00
Max. Range : 2700.00
Type : High Velocity
Same as the GTW-66 Maxim Cannon, but tweaked for D/Fighting purposes.
Rating: 5/10
Kayser (D)
Damage (Overall): 28.00
Damage (Hull) : 16.80
Damage (Shields): 16.80
Energy Used : 3.00
Rate of Fire : 0.30
Velocity (Speed): 650.00
Max. Range : 975.00
Type : Special
Same as the GTW UD-8 Kayser, but tweaked for D/Fighting purposes.
(Note: The Mekhu HL-7 D is more powerful than the Kayser D, due to it's
higher rate of fire, and it's higher shield damage rating.)
Rating: 10/10 :( Only 10/10 this time, due to the Mekhu HL-7 D
Shivan Weaponry
Although you never get to pilot a real Shivan ship (that does not include
the SF Mara (Terrans), as this has been outfitted with GTVA Weaponry),
it is always good to know the capabilities of the enemy.
Shivan Light Laser
Damage (Overall): 8.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.30
Rate of Fire : 0.30
Velocity (Speed): 450.00
Max. Range : 900.00
Shivan Heavy Laser
Damage (Overall): 15.00
Damage (Hull) : 1.00
Damage (Shields): 1.00
Energy Used : 0.40
Rate of Fire : 0.50
Velocity (Speed): 475.00
Max. Range : 950.00
Shivan Mega Laser
Damage (Overall): 30.00
Damage (Hull) : 1.00
Damage (Shields): 0.60
Energy Used : 0.90
Rate of Fire : 0.75
Velocity (Speed): 400.00
Max. Range : 600.00
(Note: All the damage ratings are the number of hitpoints worth of damage
dealt from each shot, so a weapon with a 16.00 rating for Hull will do
16 hitpoints worth of damage to an enemies hull.)
(Note: The Overall Damage is the average amount of damage done in total
by that particular weapon.)
--------------------------------------------------------------------------
5.0 Fighter/Bomber Secondary Weapons
Secondary Weapons (Missiles) are mainly used either during a dogfight, or
surgical strikes against a capital ship's turrets and sub-systems.
Missiles, unlike primary cannons, are best used from medium-to-long
ranges, but in some cases require a lock-on (unlike primaries.)
(Note: Cargo Space Needed refers to space required, for 1 missile.)
GTM MX-64 Rockeye
Damage (Overall) : 45.00
Damage (Hull) : 36.00
Damage (Shields) : 36.00
Rate of Fire : 0.50
Velocity (Speed) : 190.00
Max. Range : 1900.00
Cargo Space Needed: 4.00
Type of Lock : Heat-Seeking
Special : Fire & Forget
The Rockeye isn't very accurate, and does require a pretty large amount of
missile bank space, but in an intense D/fight where aspect-lock is
difficult or impossible to acquire, this is an ideal solution
Rating: 7/10
GTM Mx-6 Tempest
Damage (Overall) : 45.00
Damage (Hull) : 40.50
Damage (Shields) : 22.50
Rate of Fire : 0.30
Velocity (Speed) : 360.00
Max. Range : 648.00
Cargo Space Needed: 0.25
Type of Lock : None
Special : Dumbfire
Although the Tempest has no homing ability, they can be carried in huge
amounts, even on fighters with relatively small weapon payloads. For an
ace pilot, these are an excellent weapon to harass, and destroy enemy
fighters, bombers, and capital ship turrets and subsystems. (A good
secondary missile for D/Fights.)
Rating: 8/10
GTM-4 Hornet
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.00
Velocity (Speed) : 190.00
Max. Range : 1330.00
Cargo Space Needed: 1.00
Type of Lock : Aspect-Seeking
Special : Swarm Missile
The Hornet is a great D/Fighting weapon as it can easily destroy any
enemy fighter or bomber very quickly. The one problem with this missile
is the fact that they can be evaded by good pilots, leaving you open
to attack (whilst you wait for the lock, the enemy could be already
launching their missiles, and firing their primaries at you.)
Rating: 6/10
GTM-4a Tornado
Damage (Overall) : 25.00
Damage (Hull) : 50.00
Damage (Shields) : 25.00
Rate of Fire : 2.50
Velocity (Speed) : 230.00
Max. Range : 1610.00
Cargo Space Needed: 1.25
Type of Lock : Aspect-Seeking
Special : Advanced Swarm Missile
The Tornado, unlike the Hornet is much more difficult to evade, but very
good pilots can still pull it off (even without counter-measures.) The
Tornado cannot be carried in such great numbers as the Hornet, but they
have a longer effective range and have a stronger tracking system. (A
great D/Fighting weapon.)
Rating: 9/10
GTM-19 Harpoon
Damage (Overall) : 100.00
Damage (Hull) : 100.00
Damage (Shields) : 80.00
Rate of Fire : 2.00
Velocity (Speed) : 250.00
Max. Range : 1250.00
Cargo Space Needed: 2.50
Type of Lock : Aspect-Seeking
Special : Quick Lock
The Harpoon is ideal for taking out both fast enemy fighters, and slower,
heavier armoured targets. Although these missiles take up considerable
missile bank space, their quick locking ability makes them a very useful
D/Fighting weapon.
Rating: 8/10
GTM-55 Trebuchet
Damage (Overall) : 350.00
Damage (Hull) : 315.00
Damage (Shields) : 175.00
Rate of Fire : 6.00
Velocity (Speed) : 280.00
Max. Range : 5040.00
Cargo Space Needed: 8.00
Type of Lock : Aspect-Seeking
Special : Long Range
The Trebuchet is an extremely long-range anti-bomber missile, and at
these long-ranges scores many successful kills. At medium-to-short ranges
however, this weapon is practically useless as it takes several 1000's of
metres to adjust it's course to intercept it's target, but a short range
launch will not allow for this necessary course correction.
(Note: As D/Fights are usually fought at short-to-medium ranges, the
Trebuchet becomes useless, unless you are taking enemy fighters from long
ranges.)
Rating: 10/10 (3/10 for D/Fights)
TAG-A (Target Acquisition and Guidance missile)
Damage (Overall) : 1.00
Damage (Hull) : 0.10
Damage (Shields) : 0.10
Rate of Fire : 3.00
Velocity (Speed) : 400.00
Max. Range : 2000.00
Cargo Space Needed: 1.00
Type of Lock : None
Special : Electronic (Dumbfire)
The TAG-A missile is only used during the main Freespace 2 Campaign, and
outside this they are useless (unless the mission you are flying requires
them.)
Rating: 0/10
TAG-B
Damage (Overall) : 10.00
Damage (Hull) : 1.00
Damage (Shields) : 1.00
Rate of Fire : 8.00
Velocity (Speed) : 325.00
Max. Range : 1625.00
Cargo Space Needed: 2.00
Type of Lock : Aspect-Seeking
Special : Electronic
Same as the TAG-A.
Rating: 0/10
TAG-C
Damage (Overall) : 10.00
Damage (Hull) : 1.00
Damage (Shields) : 1.00
Rate of Fire : 8.00
Velocity (Speed) : 205.00
Max. Range : 2665.00
Cargo Space Needed: 4.00
Type of Lock : Aspect-Seeking
Special : Electronic
Same as the TAG-A.
Rating: 0/10
GTM-10 Piranha
Damage (Overall) : 100.00
Damage (Hull) : 100.00
Damage (Shields) : 75.00
Rate of Fire : 5.00
Velocity (Speed) : 90.00
Max. Range : 360.00
Cargo Space Needed: 12.00
Type of Lock : None (Remote Detonation)
Special : Area Effect
The Piranha is often found on bombers, and serves as an anti-fighter
weapon. When launched, the missile travels in a straight line until it
is remote detonated, or it reaches it's maximum range, at which point it
explodes, releasing several heat-seeking missiles which target and track
the nearest enemy fighter or bomber (the initial blast also does damage
to any nearby ships.)
Rating: 8/10
GTM-43a Stiletto II
Damage (Overall) : 775.00
Damage (Hull) : 7.75
Damage (Shields) : 0.00
Rate of Fire : 2.00
Velocity (Speed) : 220.00
Max. Range : 5500.00
Cargo Space Needed: 8.00
Type of Lock : Aspect-Seeking
Special : Anti-Subsystem Missile
The Stiletto II is great at taking out enemy subsystems and turrets, but
not much else. In terms of it's D/Fighting potential, it does not exist
as this could not hope to destroy an enemy fighter or bomber, let alone
lock onto it in the first place.
Rating: 10/10 (1/10 for D/Fighting)
GTM-11 Infyrno
Damage (Overall) : 150.00
Damage (Hull) : 150.00
Damage (Shields) : 112.50
Rate of Fire : 5.00
Velocity (Speed) : 120.00
Max. Range : 840.00
Cargo Space Needed: 1.00
Type of Lock : None (Remote Detonation)
Special : Area Effect
Similar to the Piranha in terms of use and purpose, but releases more
powerful heat seeking missiles, and more of them.
Rating: 9/10
GTM-12 Cyclops
Damage (Overall) : 2000.00
Damage (Hull) : 2000.00
Damage (Shields) : 40.00
Rate of Fire : 20.00
Velocity (Speed) : 95.00
Max. Range : 2375.00
Cargo Space Needed: 15.00
Type of Lock : Aspect-Seeking
Special : Anti-Cruiser
The most common type of torpedo used by the GTVA which is use to take
down enemy cruisers and corvettes. Due to the Cyclops's slow speed, it
is usually necessary to fly to within a few hundred metres of the target
before launching them (as enemy turret, beam and flak can destroy them
easily when the are launched from the weapon's maximum range, and if they